What's new
Embers Adrift

Register a free account today to Ignite your Adventure! Once signed in, you'll be able to participate with the Embers Adrift community. Your active account will also be the same account used to purchase, download, and login to the game.

Another post begging for a talent system...

Blyte Plays

Well-Known Member
well it's that time again, the time where I ask for a talent system, and this time I'm gonna pitch another idea for one...

this one centered around general roles, and not specialist roles..

1 talent point every 5 levels, totaling 10 at level 50.

Five talent categories per role. Each talent category has a depth of 5 points to invest. So that's 25 points of investment option, but only 10 points to invest.

of course I don't expect anything mirroring this, in any great regard. I am only trying to inspire some creativity in this direction.


Defender Categories
Support Categories
Striker Categories
Might:
Rank 1-4 (1% DMG, 1 Armor Weight) per rank
Rank 5 "Stature of Greatness" (2% DMG, 2 Armor Weight, 1% chance to stun on hit for 1 second, 0.5 seconds on rare spawns, 0.25 seconds on raid boss)
Endurance (see defender)
Might (see defender)
Endurance:
Rank 1-4 (2% END recovery, 2% maximum END pool size) per rank
Rank 5 "Font of Stamina" (Regenerate END damage without an ember ring while seated, Ability: Second Wind)
--Second Wind (instantly regain 40% END, 4 min CD, no GCD)
Toughness (see defender, but 5 hp instead of 6)Endurance (see defender)
Toughness:
Rank 1-4 (6 HP, 2% HP recovery) per rank
Rank 5 "Font of Vitality" (Regenerate HP damage without an ember ring while seated, 2% physical damage resist, 10% resilience)
Leadership
Rank 1 (2% flank for nearby party members)
Rank 2 (5% combat movement for nearby party members)
Rank 3 ( 4% END recovery for nearby party members)
Rank 4 (2% double attack for nearby party members)
Rank 5 "Tactician" (gain expose weakness ability)
-- Expose Weakness (for 16 seconds, while any party member attacks from the same flank as you, they gain 15% PEN, 15% HIT, 5% DMG, 2min CD, 2 second cast)
Toughness (see defender, but 5 hp instead of 6)
Exotic Training:
Rank 1 (2handed sword and axe)
Rank 2 (heavy xbow use)
Rank 3 (1 meter more weapon range)
Rank 4 (20% chance to change a critical or heavy hit suffered, from the front or side, into a glancing hit)
Rank 5 "Iron Monger" (70% less equipment damage)
Exotic Training
Rank 1 (pole arm)
Rank 2 (2handed sword and axe)
Rank 3 (shield)
Rank 4 (3 extra back pack slots, 1 armor weight)
Rank 5 (Feign Death, 10min CD, 2 second cast with dramatic death animation)
Exotic Training
Rank 1 (hammer and mace)
Rank 2 (-3% threat from the rear or sides)
Rank 3 (shield)
Rank 4 (1 meter more weapon range)
Rank 5 (Feign Death, 10min CD, 2 second cast with dramatic death animation)
Tactics:
Rank 1-4 (1% parry, 1% HIT, 2% PEN)
Rank 5 "Roll with it" (60% chance to change a critical or heavy hit suffered, from the front or side, into a glancing hit)
Reagent Craft
Rank 1-4 (5% more reagent potency, 5% chance to not consume a reagent)
Rank 5 (15% more reagent potency, 40% more chance to not consume a reagent)
Skill at Arms
Rank 1-4 (2% greater chance of off-hand dual wield proc, 1% two-handed weapon DMG, 1% two-handed weapon hit)
Rank 5 "Cutting Edge" (2 flank, 3 parry, 2 repost, 3 hit, 5 pen, 2 dmg, 5 combat movement, 2 haste)

alternatively, if you want more points to play with, you could go with 2 talent points every 10th level, totaling 15 points by level 50, instead of 10.

Thanks for reading
 
I support class customization immensely. It’s probably my favorite thing about Guild Wars 2… but it’s also GW2’s biggest issue. So if this ever becomes a thing it might be far into the future. There’s still existing mechanics that need adjusting pretty badly.
 
I agree with implementing a talent/AA/mastery system, whatever want to call it.

1 point per level to give that feeling of progression.

As of now, for example, levels 9,11,12 and 13 are lame without a new ability. You have gained those levels and that's about it after many hours of grinding.

Doesn't have to be an elaborate system.

1 point may add an additional 1 armor weight
1 point may add an additional +1 combat movement
1 pt = +1 healing
1 pt = movement speed
1 pt = 1 + 2h dmg

List goes on
 
I also like the idea; but realistically I think we're 6+ months from the devs having time to implement this.
 
I agree with implementing a talent/AA/mastery system, whatever want to call it.

1 point per level to give that feeling of progression.

As of now, for example, levels 9,11,12 and 13 are lame without a new ability. You have gained those levels and that's about it after many hours of grinding.

Doesn't have to be an elaborate system.

1 point may add an additional 1 armor weight
1 point may add an additional +1 combat movement
1 pt = +1 healing
1 pt = movement speed
1 pt = 1 + 2h dmg

List goes on
Stuff like this seems small but can very easily bust the game's balance. I'm not saying this shouldn't be a thing, but the values would probably need to be lower.
 
Talent systems are a scam. They are like democracy, designed to give the appearance of choice without giving any meaningful choice.
 
Talent systems are a scam. They are like democracy, designed to give the appearance of choice without giving any meaningful choice.
Usually true but only if you adhere strictly to the meta of whatever game you’re playing. They can be fun and provide an extra sense of progression.

But yeah they’re not usually done well.
 
Usually true but only if you adhere strictly to the meta of whatever game you’re playing. They can be fun and provide an extra sense of progression.

But yeah they’re not usually done well.

When talent systems are done right, they are superfluous because they are balanced and there is only a small variation on a theme. That is what Devs strive for. The more impact a talent system has between characters, the worse the balance. The worse the balance, the more player bitching. The more player bitching, the more incentive for devs to lessen the impact between different talent builds.

If people want to wank it while switching points around on a char builder, I recommend Warhammer: Return of Reckoning. Or try Rift, as they have so many expansions by now the char builders are pretty huge. Lots of esoteric numbers and such to parse so you can spend lots of time to come up with the same build everyone else with a working brain cell came up with years ago.
 
When talent systems are done right, they are superfluous because they are balanced and there is only a small variation on a theme. That is what Devs strive for. The more impact a talent system has between characters, the worse the balance. The worse the balance, the more player bitching. The more player bitching, the more incentive for devs to lessen the impact between different talent builds.

If people want to wank it while switching points around on a char builder, I recommend Warhammer: Return of Reckoning. Or try Rift, as they have so many expansions by now the char builders are pretty huge. Lots of esoteric numbers and such to parse so you can spend lots of time to come up with the same build everyone else with a working brain cell came up with years ago.
Games are about fun dude... Talents are fun for a lot of people and provide a good sense of progression between larger milestones. Whether or not you find them useful and think there isn't a point is irrelevant. Illusion of choice can still provide satisfaction regardless. It's about making the leveling feel less tedious and more rewarding.

Still, that doesn't mean you're wrong... but that's just how math works. It's impossible to make talents and not have something be "the best". It's why some developers remove or add them or make them superfluous. It's all in the name of enjoyment.
The thing is if they were added, people that don't want or care about them can literally just copy paste and build and not even have to think about it... takes zero effort.
 
Back